Posted June 19, 2024 by ChrisEmpyre
The Elixir of Life from the Alchemy school of magic in Grimorium Magus used to cost 2 action points to use, this was balanced against the Patch Up action costing 3 action points at Medicine skill 0-1, 2 action points at 2-3 and 1 action point at 4-5. While this might've been keeping the Elixir of Life in line with other healing options, it made it feel weak as a magic spell requiring 4 points in the Rituals skill. Therefor Elixir of Life now costs 1 action point for the caster to use, and 2 action points for anyone else to use.
The amount of time a character can use the Hold Breath action under the Athleticism skill has been slightly changed, it previously could last for 10 turns + total Athleticism, and one turn would be lost each time a character used an action point while holding their breath. It now lasts for 8 turns + total Athleticism and the character will also lose a turn if they take an instance of damage while holding their breath.
The Beastiary action under the Lore skill has been changed to target a difficulty of 10, instead of an arbitrary number + the target's Wits
The Assess Enemy action under the Tactics skill has been changed to target a difficulty of 10, instead of an arbitrary number + the target's Wits
The Scholar's capstone specialization Jack of No Trades, Master of All has been changed from automatically critically succeeding any skill roll instead of a regular success to now adding a +2 critical range to any skill roll.
The Doctor's capstone specialization Master Surgeon has been changed from adding a +1 critical range to their Medicine skill and making the Doctor unable to critically fail Medicine rolls to adding a +3 critical range to their Medicine rolls.